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June 30, 2015
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June 30, 2015
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Updates » Production
Postmortem: Moon Studios' heartfelt Ori and the Blind Forest Exclusive 4
by Thomas Mahler [05.05.15]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Don't Miss: The classic postmortem of Shadows of the Empire 4
by Mark Haigh-Hutchinson [05.04.15]
This classic 1997 postmortem by the late Mark Haigh-Hutchinson, originally printed in Game Developer magazine, goes behind the scenes on early Nintendo 64 title Star Wars: Shadows Of The Empire.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

I hate my popular game: A Star Driller Ultra post-mortem 3
by Gamasutra Community [05.04.15]
"Clearly, a lot of people liked the game, with the comment section on the site being largely positive. But I have a major confession to make about the game: I hate it."
Indie, Art, Design, Production

Don't Miss: Making Luigi's Mansion: Dark Moon the Nintendo way 7
by Christian Nutt [05.01.15]
In this classic interview, four developers of Luigi's Mansion: Dark Moon -- two from Vancouver-based Next Level Games, two from Nintendo -- discuss their collaborative game development process.
Console/PC, Art, Design, Production

Dark dreams really don't die: Swery on D4's journey to PC 2
by Brandon Sheffield [05.01.15]
Access Games' former Xbox One exclusive episodic series D4 is coming to PC. We spoke with D4 director Swery about the shift, and got a taste of season 2.
Console/PC, Indie, Design, Production

Novelty out of nostalgia: Josh Sawyer on Pillars of Eternity Exclusive 1
by Phill Cameron [05.01.15]
We talk to Josh Sawyer about the difficulties and opportunities of recreating the feel and style of Baldur's Gate and Icewind Dale in Pillars of Eternity.
Console/PC, Indie, Art, Design, Production, Exclusive

Think in terms of platforms, and user-gen content 2
by Gamasutra Community [04.30.15]
"With the proper use of value loops to reward value givers, thinking in terms of platforms is going to be a distinct part of the future as we go forward, since it just makes too much sense."
Console/PC, Indie, Design, Production, Business/Marketing

Lessons in life, leadership, and game development 2
by Gamasutra Community [04.30.15]
"Being lead designer and producer for Terrachanics was the hardest thing I have ever done... I hope this post will help others create stronger, healthier relationships in their professional and personal lives."
Indie, Production

See how Riot scaled up to produce League of Legends at GDC Europe  
by Staff [04.30.15]
Learn how Riot produces League of Legends and how designers large and small can seamlessly blend hand-made and procedurally-generated content in games at GDC Europe 2015 this August.
Console/PC, Social/Online, Indie, Design, Production, GDC Europe

How Codemasters surprise-launched Dirt: Rally onto Steam Early Access 3
by Phill Cameron [04.30.15]
We talk to Paul Coleman, lead designer on Dirt: Rally, about how Codemasters took its triple-A console franchise to Steam Early Access.
Console/PC, Design, Production, Business/Marketing

9 crucial game studio 'don'ts' 7
by Gamasutra Community [04.29.15]
After frustrating experiences in game dev, Martin Annander moved to a new studio -- only to find the same "don'ts" repeating there. So here's his list of what you must not do.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

The magic of TowerFall: Depth, simplicity, community 3
by Christian Nutt [04.28.15]
TowerFall dev Matt Thorson talks about his approach to game design -- how to make a game intuitive yet communicate the depth of its design to players, so they learn it naturally.
Console/PC, Indie, Design, Production

Video: Brian Moriarty's classic postmortem of Loom  
by Staff [04.27.15]
At GDC 2015 Loom creator Brian Moriarty delivered a Classic Game Postmortem on the game's intriguing development, its unique innovations and its lasting impact on the industry.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Co-productions: A new potential model for game development 1
by Brandon Sheffield [04.27.15]
The co-CEO if Quantic Dream outlines a relatively unexplored path for game companies to mitigate the risks of game development and share in the rewards: co-production, especially across different regions.
Console/PC, Production

Peter Molyneux: Talking to the press too early can be your undoing 7
by Brandon Sheffield [04.24.15]
Peter Molyneux, discussing his techniques for iterative development at Reboot Develop, says that talking to the press about your current idea of what your game will be can be a mistake.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Now that I run my studio, I understand the 'insanity' of my old bosses 3
by Gamasutra Community [04.23.15]
"Now that Iím a CEO and a business owner, the tables, of course, are turned. What I realize now is that business is not the smoothly running ship that we idealize it to be."
Console/PC, Indie, Production, Business/Marketing

Learn from The Talos Principle and RuneScape devs at GDC Europe  
by Staff [04.23.15]
Croteam's Alen Ladavac and Jagex's RuneScape VP Phil Mansell join the lineup of speakers exploring the art and business of games at GDC Europe 2015 this August in Cologne.
Console/PC, Indie, Production, Business/Marketing, GDC Europe

Never Alone wins Game of the Year at 12th Games for Change Festival  
by Phill Cameron [04.23.15]
Never Alone has been awarded Game of the Year for the 12th Games for Change Festival.
Console/PC, Indie, Design, Production, Business/Marketing

How a closed beta helped us improve our game: Findings and tips  
by Gamasutra Community [04.23.15]
"Our closed beta helped us to identify new issues and confirm the list of changes that we already discussed within the team but needed a fresh perspective for. It was a very helpful and illuminating experience."
Smartphone/Tablet, Indie, Production